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f05816df
编写于
8月 22, 2019
作者:
W
WestLangley
浏览文件
操作
浏览文件
下载
差异文件
Merge branch 'dev' into dev_pbr_transparency
上级
2712f3dc
17affe6f
变更
25
展开全部
隐藏空白更改
内联
并排
Showing
25 changed file
with
209 addition
and
164 deletion
+209
-164
build/three.js
build/three.js
+2
-0
build/three.min.js
build/three.min.js
+130
-130
build/three.module.js
build/three.module.js
+2
-0
docs/api/en/materials/MeshPhysicalMaterial.html
docs/api/en/materials/MeshPhysicalMaterial.html
+1
-1
docs/api/en/materials/MeshStandardMaterial.html
docs/api/en/materials/MeshStandardMaterial.html
+1
-1
docs/api/zh/materials/MeshPhysicalMaterial.html
docs/api/zh/materials/MeshPhysicalMaterial.html
+1
-1
docs/api/zh/materials/MeshStandardMaterial.html
docs/api/zh/materials/MeshStandardMaterial.html
+1
-1
examples/js/effects/OutlineEffect.js
examples/js/effects/OutlineEffect.js
+1
-1
examples/js/loaders/GLTFLoader.js
examples/js/loaders/GLTFLoader.js
+1
-1
examples/jsm/effects/OutlineEffect.js
examples/jsm/effects/OutlineEffect.js
+1
-1
examples/jsm/loaders/GLTFLoader.js
examples/jsm/loaders/GLTFLoader.js
+1
-1
examples/jsm/nodes/materials/nodes/StandardNode.js
examples/jsm/nodes/materials/nodes/StandardNode.js
+1
-1
src/materials/MeshPhysicalMaterial.js
src/materials/MeshPhysicalMaterial.js
+4
-4
src/materials/MeshStandardMaterial.js
src/materials/MeshStandardMaterial.js
+2
-2
src/math/Vector2.d.ts
src/math/Vector2.d.ts
+8
-1
src/math/Vector3.d.ts
src/math/Vector3.d.ts
+15
-3
src/math/Vector4.d.ts
src/math/Vector4.d.ts
+28
-2
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
...shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
...s/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
...derers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
...enderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
+1
-1
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
+1
-7
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js
+1
-1
src/renderers/webgl/WebGLShadowMap.js
src/renderers/webgl/WebGLShadowMap.js
+2
-0
未找到文件。
build/three.js
浏览文件 @
f05816df
...
...
@@ -19387,6 +19387,8 @@
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
shadow.camera.updateProjectionMatrix();
}
_renderer.setRenderTarget( shadow.map );
build/three.min.js
浏览文件 @
f05816df
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
f05816df
...
...
@@ -19381,6 +19381,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
shadow.camera.updateProjectionMatrix();
}
_renderer.setRenderTarget( shadow.map );
docs/api/en/materials/MeshPhysicalMaterial.html
浏览文件 @
f05816df
...
...
@@ -75,8 +75,8 @@
<code>
{
'STANDARD': ''
'PHYSICAL': '',
'ADVANCED_PHYSICAL': ''
};
</code>
...
...
docs/api/en/materials/MeshStandardMaterial.html
浏览文件 @
f05816df
...
...
@@ -122,7 +122,7 @@
<h3>
[property:Object defines]
</h3>
<p>
An object of the form:
<code>
{ '
PHYSICAL
': '' };
{ '
STANDARD
': '' };
</code>
This is used by the [page:WebGLRenderer] for selecting shaders.
...
...
docs/api/zh/materials/MeshPhysicalMaterial.html
浏览文件 @
f05816df
...
...
@@ -69,8 +69,8 @@
<code>
{
'STANDARD': ''
'PHYSICAL': '',
'ADVANCED_PHYSICAL': ''
};
</code>
...
...
docs/api/zh/materials/MeshStandardMaterial.html
浏览文件 @
f05816df
...
...
@@ -97,7 +97,7 @@
<h3>
[property:Object defines]
</h3>
<p>
如下形式的对象:
<code>
{ '
PHYSICAL
': '' };
{ '
STANDARD
': '' };
</code>
[page:WebGLRenderer]使用它来选择shaders。
</p>
...
...
examples/js/effects/OutlineEffect.js
浏览文件 @
f05816df
...
...
@@ -125,7 +125,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
var
vertexShaderChunk2
=
[
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
PHYSICAL
)
"
,
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
STANDARD
)
"
,
"
#ifndef USE_ENVMAP
"
,
"
vec3 objectNormal = normalize( normal );
"
,
"
#endif
"
,
...
...
examples/js/loaders/GLTFLoader.js
浏览文件 @
f05816df
...
...
@@ -726,7 +726,7 @@ THREE.GLTFLoader = ( function () {
materialParams
.
vertexShader
=
shader
.
vertexShader
;
materialParams
.
fragmentShader
=
fragmentShader
;
materialParams
.
uniforms
=
uniforms
;
materialParams
.
defines
=
{
'
PHYSICAL
'
:
''
}
materialParams
.
defines
=
{
'
STANDARD
'
:
''
}
materialParams
.
color
=
new
THREE
.
Color
(
1.0
,
1.0
,
1.0
);
materialParams
.
opacity
=
1.0
;
...
...
examples/jsm/effects/OutlineEffect.js
浏览文件 @
f05816df
...
...
@@ -132,7 +132,7 @@ var OutlineEffect = function ( renderer, parameters ) {
var
vertexShaderChunk2
=
[
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
PHYSICAL
)
"
,
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
STANDARD
)
"
,
"
#ifndef USE_ENVMAP
"
,
"
vec3 objectNormal = normalize( normal );
"
,
"
#endif
"
,
...
...
examples/jsm/loaders/GLTFLoader.js
浏览文件 @
f05816df
...
...
@@ -791,7 +791,7 @@ var GLTFLoader = ( function () {
materialParams
.
vertexShader
=
shader
.
vertexShader
;
materialParams
.
fragmentShader
=
fragmentShader
;
materialParams
.
uniforms
=
uniforms
;
materialParams
.
defines
=
{
'
PHYSICAL
'
:
''
}
materialParams
.
defines
=
{
'
STANDARD
'
:
''
}
materialParams
.
color
=
new
Color
(
1.0
,
1.0
,
1.0
);
materialParams
.
opacity
=
1.0
;
...
...
examples/jsm/nodes/materials/nodes/StandardNode.js
浏览文件 @
f05816df
...
...
@@ -33,7 +33,7 @@ StandardNode.prototype.build = function ( builder ) {
var
code
;
builder
.
define
(
'
PHYSICAL
'
);
builder
.
define
(
'
STANDARD
'
);
var
useClearcoat
=
this
.
clearcoat
||
this
.
clearcoatRoughness
||
this
.
clearCoatNormal
;
...
...
src/materials/MeshPhysicalMaterial.js
浏览文件 @
f05816df
...
...
@@ -23,8 +23,8 @@ function MeshPhysicalMaterial( parameters ) {
this
.
defines
=
{
'
PHYSICAL
'
:
''
,
'
ADVANCED_
PHYSICAL
'
:
''
'
STANDARD
'
:
''
,
'
PHYSICAL
'
:
''
};
...
...
@@ -57,8 +57,8 @@ MeshPhysicalMaterial.prototype.copy = function ( source ) {
this
.
defines
=
{
'
PHYSICAL
'
:
''
,
'
ADVANCED_
PHYSICAL
'
:
''
'
STANDARD
'
:
''
,
'
PHYSICAL
'
:
''
};
...
...
src/materials/MeshStandardMaterial.js
浏览文件 @
f05816df
...
...
@@ -59,7 +59,7 @@ function MeshStandardMaterial( parameters ) {
Material
.
call
(
this
);
this
.
defines
=
{
'
PHYSICAL
'
:
''
};
this
.
defines
=
{
'
STANDARD
'
:
''
};
this
.
type
=
'
MeshStandardMaterial
'
;
...
...
@@ -123,7 +123,7 @@ MeshStandardMaterial.prototype.copy = function ( source ) {
Material
.
prototype
.
copy
.
call
(
this
,
source
);
this
.
defines
=
{
'
PHYSICAL
'
:
''
};
this
.
defines
=
{
'
STANDARD
'
:
''
};
this
.
color
.
copy
(
source
.
color
);
this
.
roughness
=
source
.
roughness
;
...
...
src/math/Vector2.d.ts
浏览文件 @
f05816df
...
...
@@ -396,12 +396,19 @@ export class Vector2 implements Vector {
equals
(
v
:
Vector2
):
boolean
;
/**
* Sets this vector's x
value to be array[offset] and y value to be array[offset + 1]
.
* Sets this vector's x
and y value from the provided array
.
* @param array the source array.
* @param offset (optional) offset into the array. Default is 0.
*/
fromArray
(
array
:
number
[],
offset
?:
number
):
this
;
/**
* Sets this vector's x and y value from the provided array-like.
* @param array the source array-like.
* @param offset (optional) offset into the array-like. Default is 0.
*/
fromArray
(
array
:
ArrayLike
<
number
>
,
offset
?:
number
):
this
;
/**
* Returns an array [x, y], or copies x and y into the provided array.
* @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
...
...
src/math/Vector3.d.ts
浏览文件 @
f05816df
...
...
@@ -248,7 +248,19 @@ export class Vector3 implements Vector {
*/
equals
(
v
:
Vector3
):
boolean
;
fromArray
(
xyz
:
number
[],
offset
?:
number
):
Vector3
;
/**
* Sets this vector's x, y and z value from the provided array.
* @param array the source array.
* @param offset (optional) offset into the array. Default is 0.
*/
fromArray
(
array
:
number
[],
offset
?:
number
):
this
;
/**
* Sets this vector's x, y and z value from the provided array-lik.
* @param array the source array-like.
* @param offset (optional) offset into the array-like. Default is 0.
*/
fromArray
(
array
:
ArrayLike
<
number
>
,
offset
?:
number
):
this
;
/**
* Returns an array [x, y, z], or copies x, y and z into the provided array.
...
...
@@ -256,7 +268,7 @@ export class Vector3 implements Vector {
* @param offset (optional) optional offset into the array.
* @return The created or provided array.
*/
toArray
(
xyz
?:
number
[],
offset
?:
number
):
number
[];
toArray
(
array
?:
number
[],
offset
?:
number
):
number
[];
/**
* Copies x, y and z into the provided array-like.
...
...
@@ -264,7 +276,7 @@ export class Vector3 implements Vector {
* @param offset (optional) optional offset into the array.
* @return The provided array-like.
*/
toArray
(
xyz
:
ArrayLike
<
number
>
,
offset
?:
number
):
ArrayLike
<
number
>
;
toArray
(
array
:
ArrayLike
<
number
>
,
offset
?:
number
):
ArrayLike
<
number
>
;
fromBufferAttribute
(
attribute
:
BufferAttribute
,
...
...
src/math/Vector4.d.ts
浏览文件 @
f05816df
...
...
@@ -174,9 +174,35 @@ export class Vector4 implements Vector {
*/
equals
(
v
:
Vector4
):
boolean
;
fromArray
(
xyzw
:
number
[],
offset
?:
number
):
this
;
/**
* Sets this vector's x, y, z and w value from the provided array.
* @param array the source array.
* @param offset (optional) offset into the array. Default is 0.
*/
fromArray
(
array
:
number
[],
offset
?:
number
):
this
;
/**
* Sets this vector's x, y, z and w value from the provided array-like.
* @param array the source array-like.
* @param offset (optional) offset into the array-like. Default is 0.
*/
fromArray
(
array
:
ArrayLike
<
number
>
,
offset
?:
number
):
this
;
toArray
(
xyzw
?:
number
[],
offset
?:
number
):
number
[];
/**
* Returns an array [x, y, z, w], or copies x, y, z and w into the provided array.
* @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
* @param offset (optional) optional offset into the array.
* @return The created or provided array.
*/
toArray
(
array
?:
number
[],
offset
?:
number
):
number
[];
/**
* Copies x, y, z and w into the provided array-like.
* @param array array-like to store the vector to.
* @param offset (optional) optional offset into the array.
* @return The provided array-like.
*/
toArray
(
array
:
ArrayLike
<
number
>
,
offset
?:
number
):
ArrayLike
<
number
>
;
fromBufferAttribute
(
attribute
:
BufferAttribute
,
...
...
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
浏览文件 @
f05816df
...
...
@@ -6,7 +6,7 @@ export default /* glsl */`
reflectedLight.indirectDiffuse *= ambientOcclusion;
#if defined( USE_ENVMAP ) && defined(
PHYSICAL
)
#if defined( USE_ENVMAP ) && defined(
STANDARD
)
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
...
...
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
浏览文件 @
f05816df
export
default
/* glsl */
`
#if NUM_CLIPPING_PLANES > 0
#if ! defined(
PHYSICAL
) && ! defined( PHONG ) && ! defined( MATCAP )
#if ! defined(
STANDARD
) && ! defined( PHONG ) && ! defined( MATCAP )
varying vec3 vViewPosition;
#endif
...
...
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
浏览文件 @
f05816df
export
default
/* glsl */
`
#if NUM_CLIPPING_PLANES > 0 && ! defined(
PHYSICAL
) && ! defined( PHONG ) && ! defined( MATCAP )
#if NUM_CLIPPING_PLANES > 0 && ! defined(
STANDARD
) && ! defined( PHONG ) && ! defined( MATCAP )
varying vec3 vViewPosition;
#endif
`
;
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
浏览文件 @
f05816df
export
default
/* glsl */
`
#if NUM_CLIPPING_PLANES > 0 && ! defined(
PHYSICAL
) && ! defined( PHONG ) && ! defined( MATCAP )
#if NUM_CLIPPING_PLANES > 0 && ! defined(
STANDARD
) && ! defined( PHONG ) && ! defined( MATCAP )
vViewPosition = - mvPosition.xyz;
#endif
`
;
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
浏览文件 @
f05816df
...
...
@@ -15,7 +15,7 @@ export default /* glsl */`
#endif
#if defined( USE_ENVMAP ) && defined(
PHYSICAL
) && defined( ENVMAP_TYPE_CUBE_UV )
#if defined( USE_ENVMAP ) && defined(
STANDARD
) && defined( ENVMAP_TYPE_CUBE_UV )
irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
浏览文件 @
f05816df
export
default
/* glsl */
`
#define
PHYSICAL_REFLECTION
#define
STANDARD
#ifdef PHYSICAL
#define CLEARCOAT
#endif
#ifdef ADVANCED_PHYSICAL
#define REFLECTIVITY
#define CLEARCOAT
#define TRANSPARENCY
...
...
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js
浏览文件 @
f05816df
export
default
/* glsl */
`
#define
PHYSICAL
#define
STANDARD
varying vec3 vViewPosition;
...
...
src/renderers/webgl/WebGLShadowMap.js
浏览文件 @
f05816df
...
...
@@ -140,6 +140,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
shadow
.
map
=
new
WebGLRenderTarget
(
_shadowMapSize
.
x
,
_shadowMapSize
.
y
,
pars
);
shadow
.
map
.
texture
.
name
=
light
.
name
+
"
.shadowMap
"
;
shadow
.
camera
.
updateProjectionMatrix
();
}
_renderer
.
setRenderTarget
(
shadow
.
map
);
...
...
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